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I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

I fixed some mods causing this error, however I recommend to set this parameter to 0, because default year length for this modpack is 360 days.

Without freezing time, it gives exact 5 real days for each ingame year. I noticed, that some TFC servers use similar settings, because it give better predictability: if you see late winter, you are sure that tomorrow will be spring, no matter is somebody will be logged or not.

I will leave a parameter equal to 100, since it happens that I do not have time to harvest.It was summer, the day did not come and it was winter.

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Oh, and I forgot to mention: I played your modpack while having Cooking with TFC mod installed as well, and I can say it is nice and bug free, you should check it out. The only issue is that is adding some new trees and melons but the lack of them isn't blocking progress and you easily find them once you explore further.

One slightly annoying thing about this mod is how far north coconut palms will grow. They should be fairly centered on the equator but I spot the odd lone palm in snowy pine forests around 14000 North occasionally.

Edited 7 May 2018 by Xamllew

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There really are logs of all the changes, but I think not everyone can understand what has changed.I do not insist, but the record of the form: replace the file in the mod's folder by ... looks more understandable for most users.In any case, the right of the last word remains for the author of this assembly)

By the way, new version is finished, I added OpenComputers mod - this powerful mod bring modular computers and programable robots, but more importantly, it is compatible with Open Modular Turrets and Starcraft - which are planned to be added in future. Of course recipes were changed accordingly to overall modpack mood, you need patterned silicon wafers to make computer devices etc.

Other changes: some new items, and new locomotives (powerful and fast diesels - British and American).

Dynamic Lights mod updated.

EDIT: the best method to keep in touch with latest changes is to install github, clone project, and then "gt pull' will detect, download and automatically update only these files, which were affected by latest changes.

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Hello, everybody.
Firstly;
Thank you very much to TFC creators, and TNFC and this package (TFProgressiveP.) and other producers.
You're doing my dream minecraft modes. But I found TFC just a few days ago. Too late.

Actually; There are a few simple changes in my mind for my own game (and for the server I want to install).
I will tell them later.

_____________________________

I have a question;

Is it possible to use TechNodeFirmaCraft and TerraFirmaProgressivePacktogether?

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I have the same dream, TNFC and TFPP together, but it will need lot of work to make those modpacks work together.

You would need to make the custom ores from TFPP generate whit TNFC ores (like Oil). Besides you would need to make the recipes compatible too, because if you put them together they would certainly have duplicated and even repited recipes.

BTW, TFPP and TNFC changes mob spawns and behaviors, soo it will be a problem too.

The best thing people should do is play one separated from another. (You can wait too, because we have a port to 1.12+ in progress, and it will certainly have many modpacks to it)

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I've just continued my old save with this modpack, and it's still amazing. I am refining 78 more Iron ingots for a crusher atm. I've looked at the traincraft stuff and tinkered around a bit in a test world and saw that its well integrated with railcraft. So now I want to make a huge rail network :). Keep up the good work!

I think this is a fair modification, because Quern recipes already give 6 powder per rich ore, and I think the multiple steps causing more time and energy consumption balances the small amount of extra ores you get.

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I don't know if anyone actualy reads my posts here but I've found some importantcrashes.

Breakin refractory hoppers results in instant crash (also crashes server). Block will dissapear but no item will be dropped. Fix: restart server and relog. (and add back the item)

Placing IE pipe next to fractionator column (IHL) will result in crash. !!You can not log back into your world, it will always crash (only client side)!! FIX: pipe can be removed using mcedit.

Be aware of IHL blocks. They are full of bugs. These above are just the crashes from countles bugs and there are probably also many to found. (wrench dissapearing when picking up welder, cables not working properly, Iron workbench recipes not crafting properly...)

Edit: 2. crash means that you need to use fluid distributors which are crazyly overpriced (around 100 copper ingots per block!)